It is not your typical art museum. The building's glass atrium is topped by a rotating tower built to resemble a giant nineteenth-century optical toy. The walls are made of translucent paper, and at night the building glows like a Japanese lantern. There is no roof. Patrons traversing the museum's catwalks and balconies sometimes lose their balance and fall crashing to the galleries below. Other visitors descend from the sky on jetpacks and make soft landings in the museum courtyard. And we have not even begun to describe the patrons themselves, or the art (Figure 1).The museum is located in Second Life, a virtual online world in which hundreds of thousands of people each month log on from around the world and use avatars to interact with each other in a virtual, three-dimensional, user-built environment. Second Life (SL for short) bears some resemblance to massively multiplayer online video games like World of Warcraft, and it includes some game-like activities, but its open-ended rule base and customizable environment (everything from avatar clothing and bodies to local gravity can be adjusted by users) makes it more adapted to social, commercial, and artistic activities. For example, it is host to an enthusiastic network of artists and exhibitors who make, buy, sell, and display virtual art and architecture.
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